Elise rework concept

Hupsis·7/5/2018, 3:41:59 PM·3 votes·2,495 views

Elise Elise is a transformation based AP jungler champion who doesn't have an ultimate ability. The goal of this concept is to present a different version of Elise who has more unique gameplay interactions while trying to maintain her already established role as a jungler.

What's new in this concept is the separation of human and spider forms. Elise has to clearly choose between either form before any action happens since she can't change her form mid-combat. This effectively makes her fill one of two roles in any given scenario... either a catcher mage or a catcher assassin.


#Concept

Passive: Switch between human and spider form while out of combat by pressing the champion icon. Kills with either form permanently empower the currently active form.

##Human form - catcher mage Passive: kills increase spiderling efficiency (up to a cap)

Q: place an egg sack on a target enemy which deals damage every 2 seconds for 6 seconds. After an egg sack detaches, it will hatch into a spiderling which continues chasing and attacking the target which runs back to Elise. Has 3 charges which can be cast quickly in succession (think Cassiopeia E).

W: ~~no change... except spiderling efficiency increased through passive ~~ slight mechanical changes: spiderlings successfully returning from Q work as ammo for W, spiderling duration increased from 3 seconds to 15 - 30 seconds, damage lowered for balancing reasons but spiderling efficiency increases through passive.

E: skillshot that puts enemy target in a cocoon for up to 2 - 3 seconds (infinite on monsters, not epic) which gradually suffocates the enemy inside turning health into grey health over its duration. Enemies can't die from this effect and 70% of grey health gets healed back when out of combat. Cocoon is broken when target takes three damage instances or takes more than 10% of its max health in one dmg instance.

R: cast a wide web in a frontal cone which slows enemies and shares damage between all enemy champions hit at 30% rate for 3 seconds. High cooldown.

##Spider form - catcher assassin Passive: kills increase movement speed (up to a cap)

Q: bite an enemy target and drain health from them. Passively auto attacks deal bonus magic damage and restore health slightly.

W: run at a target direction at high speed up to 950 units (same distance as human W) traversing around terrain.

E: Gain attack speed for the next 3 auto attacks which gradually slow enemy and the third hit puts the target in a cocoon with the same effects as human form cocoon.

R: lift up into the air while becoming untargetable and descend at target location. Target a cocoon to take it with Elise. Mediocre cooldown.


#Why does Elise need a rework?

It is well known that Elise's development was rushed. Elise was developed at a time where Riot introduced a new champion every two weeks. Champions being released back then were quite simple in design and lacked depth... including Elise.

Honestly I just think Elise's character potential is very high but isn't fully explored. I wish to give my opinion / idea on the subject.

2 Comments

J4K ShadyBacon7/10/2018, 1:21:09 AM1 votes

I have a bunch of issues with this rework concept so I am just going to touch on each ability and point out what issues I think it has and what ideas I actually really liked.

  1. Passive - The idea of having kills empower the form Elise is in when acquiring them is a nice idea, but one that I feel is not all that interesting or fit as nice as some other ideas could with her theme/lore (It could though since this is also kind of just a rehash of her current ultimate). Also, while it is disappointing that Elise does not have an actual ultimate as a champion with multiple forms your solution of giving her an ultimate while still keeping her a transformation based champion is so clunky. There are plenty of ways to retain Elise's transformative nature while still giving her an ultimate. You could have made the transformation a rage based component or something similar or just made her ultimate cause the transformation. Honestly about anything would have been better than the clunkiness of clicking on her champion image to bring about the transformation. In addition, the balance to not having an ultimate as a transformation based champion is that they will have two additional abilities which can give the champion much more utility or damage. An interesting passive might be something along the lines of "Blessing of the Spider God" giving her stats or bonuses based on the number of champions shes killed since the Spider demi-god grants her youth and other abilities for the people she brings to him as sacrifices if I am remembering the lore correctly.

  2. Human Form [Q] - Going to point this out now since I do not want to repeat myself, but you are just a bit too obsessed with this cocoon/egg idea as you use it multiple times throughout the rework to the point of it feeling borning. Yes, abilities should interact with one another and make sense but have some diversity in their ideas otherwise, every ability will just feel the same. The idea here though is not actually that bad though. I feel that having the egg deal magic damage while attached is unnecessary since a spider will be attacking the enemy anyways once hatched. Also, the fact that this is a point-n-click ability is a bit disappointing since I think there is a missed opportunity in allowing her to lay egg traps that spawn a spider when an enemy gets close enough. Might be a bit much, but maybe even give Elise the ability to increase the health or damage of the spider that spawns by "fertilizing" it in some way or having it despawn if she does not "fertilize" the egg after a certain period of time. (Just an idea, let me know what you think)

  3. Human Form [W] - Nothing to say since nothing changes LOL.

  4. Human Form [E] - Really do not feel like the current form of this ability needs any changes since it does it's job perfectly. All you did here was make the ability really op. A 3-second root is crazy (do not even get me started on the infinite root on monsters) and the balance you have in place for it seems very clunky. You're making an ability that does its job just fine over complex and all-encompassing.

  5. Human Form [R] - Love the idea, just wish you went into a more detailed explanation of it may be. I see the reasoning why you changed the E here, but I still, stand by what I said. Would love to maybe see this idea on a future champion though implemented in some other way. Might be too op, but we could have a balancing idea discussion for the different ways to implement it if you wanted to.

  6. Spider Form [Q] - I do not think you really changed the Q much, so I do not really have anything to say here either.

  7. Spider Form [W] - This is not a bad idea, but just gives Elise way too much mobility given that you simply moved her current E to her ultimate so she really can only come out on top with this change. If you were to keep one or the other, I would have you keep her current E since it gives her both an in and an out. She can use it to get on a target or to reset tower aggro after attacking a target, a very nice ability to have on an assassin style champion.

  8. Spider Form [E] - I believe this is literally just her W with the added effect of putting the enemy in a cocoon, so a nifty idea, but again an unnecessary one that makes the ability just a little too good in my opinion. Besides, she already has two ways to root the enemies, so this is just a bit repetitive.

  9. Spider Form [R] - This is actually just Elise's current E with the added effect of Skarners ultimate, so I got nothing to said except that it is way too overpowered and I never want to see the word cocoon again.

In conclusion, your rework has some good ideas, but overall gives Elise way too much utility and while I do agree she could use a rework I do not think your way of doing it would work. The biggest issue that I feel Elise faces currently is that she is stuck between two playstyles, the tanky fighter, and the squishy assassin and your rework only works to further this idea of separation in forms with the catcher mage and catcher assassin. If I were to rework Elise I would like to see her two forms work together for one goal like it her lore where she uses her human form to lure/catch her prey and then her spider form to execute them. To bring this idea about through her gameplay I feel that all of her human form abilities should work to scout, catch, and weaken her target, while all of her spider form abilities should work to assassinate her target. This is all I have to say on the topic right now though as I have not done any extensive thinking on it, so let me know what you think.